Removing Crit from the game (please actually read before having thoughts about my intent)

AlienPrimate··4 votes·1,022 views

This is not a salt post about Yasuo, Tryndamere, or just crit in general. I honestly find crit to be fairly balanced by probability but on occasion it can sway a fight in favor of one person or another when statistically the fight should have gone the other way. Here is how I would go about it as a designer. I would change it so all crit chance is changed with halved values of increased basic attack damage.

Crit runes -> increased basic attack damage


item 1051

+5% basic attack damage


item 1018

+10% basic attack damage


item 3508

+70 Attack damage +10% basic attack damage +10% CDR

Unique passive - gain cdr equal to 10% of your bonus AD from other items up to 20% at 200 bonus AD.

Unique passive - gain mana equal to 5% of the physical damage you deal.


item 3031

Changed to item 1038 item 1037 item 1037

+100 Attack damage

Unique passive - Basic attacks deal 50% more damage (multiplicative with all other bonuses)


item 3046

+45% attack speed +15% Basic attack damage +5% movement speed

Same passives


item 3094

+30% attack speed +15% Basic attack damage +5% movement speed

Same passives


item 3085 +40% attack speed +15% Basic attack damage +7% movement speed

Unique passive - wind's fury - fire up to 2 bolts to attack nearby enemies when you attack which deal 25% of your basic attack damage and apply on hit effects

Passive - deal 15 bonus damage on hit


item 3087 +35% attack speed +15% basic attack damage +5% movement speed

Passive - Energized

Unique passive - Shiv lightning - when full energized, your next basic attack does 50-120 bonus magic damage to up to 5 nearby enemies. Bonus basic attack damage applies to Shiv lightning.


item 3086 +15% attack speed +10% auto attack damage

Unique passive - +5% movement speed


item 3143

60 armor 500 health -10% effect of bonus basic attack damage from the attacker

Unique passive - cold steel - When hit by basic attack's the attacker's attack speed is reduced by 15%

Unique active - Reduce bonus attack damage stats on all nearby enemies by 50% and slow them by 35% for 4 seconds. (90 second cd)


Tryndamere

Passive - Tryndamere gains 8 Fury each time he lands a basic attack, and 10 Fury each time he kills an enemy. After not dealing or receiving damage for 8 seconds, Tryndamere loses 5 Fury per second.

Tryndamere's basic attacks deal 0.2% more damage per point of fury that he has up to 20% at 100 fury.


Yasuo

Passive: intent - all bonuses to Yasuo's basic attack damage are doubled (up to 50%) but his basic attacks and Steel Tempest respectively deal 80% damage.

This means that if he builds a Phantom Dancer first item, he will get +30% basic attack damage and if he builds Statikk Shiv second item it will give him +20% basic attack damage because he has reached the 50% limit. Further +basic attack damage items will get their normal value after this.


Jhin

Only including the relevant stuff here so we don't get a novel.

Passive - instead of critical striking on every fourth hit, he will deal 100% increased damage. This bonus multiplies with +basic attack damage.

His basic attacks do 25% reduced damage.

He gains 2-40% bonus attack damage based on level

He gains half of his bonus basic attack damage as attack damage.

He gains 25% bonus attack damage per 100% attack speed.


Ashe

Passive - attacks against frosted enemies deal 10% more damage stacking multiplicative with bonus basic attack damage.

W - base damage is doubled to 40/70/100/130/160 and it gets full effect from bonus basic attack damage


All other champion abilities that grant critical strike chance instead grant +100% bonus attack damage additively with items.

These include Fiora Pantheon Rengar Shaco Talon XinZhao .

Abilities that can crit like Gangplank MasterYi Garen instead have bonus basic attack damage apply to those abilities.

We now have Twitch with item 3085 item 3153 item 3036 item 3031 item 3046 which would give him 175 AD and 218% basic attack damage. With no runes or masteries, his basic attacks would do 591 damage.

Currently, the same build would give him 80% crit chance, 250% crit damage, and 145 AD which would give him 482 damage per auto attack on average. If he gets lucky with all crits it would be 603 damage per hit.

4 Comments

Ark Sorcerer1 votes

Could you go into depth as of why you want to change crit? I see you put a lot of thought into this but I do not understand why you want to change it.

I personally don't care about Yasuo criting me while I play a mage because I allowed him to get that close to me, but I do care about a Caitlyn autoing me once and I lose 1/3 of my HP.

I would simply ask that crit does less damage, little less, say 15%-25% less from melee champions, and 50% less from range champions.

I mean, I know marksmen mains who rely on crit to do damage and not their abilities and AD (So no MF player will have any complaints) but just decreasing the damage a bit so abilities deal more then autos I say is fair. So Ashe and Jinx mains will have a problem because 90% of all their damage in game will come from autos but I would argue that something as basic as an auto attack should never go over 1/10 of a champions health, and that is with Infinity Edge.

Anyway, no complaints towards crit, just lower the damages a bit and I won't say a word more.

AlienPrimate1 votes

I want crit removed to remove the randomness of it. As you can see from my Twitch example at the end, the damage wouldn't really be all that different. Crit adds an element of luck to a game that should be only about skill and strategy. A big complaint I've been seeing on the forums lately is Tryndamere's level 1 crit cheese. It is kind of bogus that a champion can win a fight by getting 4 crits in a row and the very next game lose the same fight to the same person playing the same champ because he gets 0 crits. These changes wouldn't change the damage much, but they would provide predictability to champions who utilize crit for both the player using it and those fighting against them.

A mage with fixed damage numbers and scalings knows exactly how much damage they can do at any time. An ad champion building crit and the one they are fighting don't know exactly how much damage they can do. They have a general idea of the damage but general ideas don't help in fights that are often decided by less than 100 hp.

Ark Sorcerer1 votes

There may be some RNG in this game, but I do not think Crit is one of them. Crit is more probability, you know, math and the percent chance of something happening. Plants is more arguable of RNG because it is not consistent to any chance.

I won't go any further because I do understand the luck portion of it. 5% chance crit and you can bet that you won that trade or even fight.

Thanks for the indepth reasoning as to why you want Crit removed. I will try to remember your reasoning when another person says they want crit removed.

Also, like how you start off with saying this is not a rant post on Yasuo or Tryn but is a solution to Crit in general.

GemCrash1 votes

Yeah I have no idea why they removed dodge because it's random but kept crit.

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